The key here is that you will need to always think about what that final mapping is, from an abstract XD unit to the final development one, be it pixels, points, or something else.ĭown the road, we're hoping we can more thoroughly investigate the problem of design to display unit conversion, but this is how the application currently works. So in the above design, since you are designing with the mapping of 1 XD unit to 1 iOS point, the artboard dimensions you can give to a developer are 375圆67 points, and the font size would be 10 points. Zapnte ve svém prohlíei skripty JavaScript a stránku znovu natte. Sluba Adobe Creative Cloud ke správném natení vyaduje zapnuté skripty JavaScript. Aktiver JavaScript i nettleseren, og last inn siden på nytt. On MacOS/iOS this abstract "unit" is called a Point (see Points vs Pixels, and PaintCode's Ultimate Guide to iPhone Resolutions), which typically matches up with the 1/72 inch definition above (for example, when printing), but not always (displaying on a monitor). Adobe Creative Cloud krever JavaScript for å kunne lastes inn på riktig måte. And this mapping happens quite frequently, when you render to the screen, or export a bitmap image, or preview the design on your phone. You could rasterize your design to an image where each unit maps to 1, 2, 3, or even more physical pixels. That relationship is the same, no matter what physical size your design is scaled to. Let's say you design an iPhone 6/7 artboard at 375圆67 units, and it uses type with a 10 unit font size. It's easiest to think of XD as unit-less, kind of like a vector graphic, and focus instead on the relationships between elements. This whole problem of converting design units to a physical size is tricky, and so, at least for now, XD kind of sidesteps it. The pttopx converter you linked is using the conversion of number of pixels = number of points * (pixels per inch / points per inch), where the pixels per inch (or DPI) can change, and 72 is the typical number of points per inch.